I don't have a problem with psychic powers in D&D; while "magic" tends to not be a sci-fi things, psychic powers in sci-fi are often just the kind of magic you can get away with and vaguely justify in your sci-fi story (q.v. "Biotics" in Mass Effect, which rely on a chain of [tech] explanations that boil down to "Some people can throw things with their mind.")

For fantasy settings, you have to consider how you integrate your psychic powers into your setting. In Brust's Dragaera novels, psychic powers are separate from sorcery. Sorcery draws power from elemental Chaos, most often through the medium of the Imperial Orb, though some crazy people manipulate it directly. Psychic powers are innate mental abilities, which can be trained, and witchcraft is using rituals and resonances to enhance those psychic powers.

In Mercedes Lackey's Valdemar setting, "mind magic" is the prevalent form of magic. It is an innate ability, and usually cannot be learned, only have existing facility with it trained. The setting eschews the Greek-derived names common in discussion of psychic powers... you don't have Clairvoyance, you're a Farseer. You're not a Pyrokinetic, you're a Firestarter. You aren't telekinetic, you're a Fetcher (distinct from an n'wah ). You're not telepathic, you're a Mindspeaker.

In both cases, though, the metaphysics are built with psionics in mind; they're not an afterthought that you're trying to integrate into an existing system.